BBCF/Noel Vermillion/Frame Data

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Noel Vermillion


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Noel Vermillion 11,000 4F 22F (1-5F Inv All)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 5 14 -2 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 12 2 19 -2 BP 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 6 3 10 -1 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 7 2 12 ±0 F 90 85 Normal CSR 2 13 14 14 18 26 10 +0 +1
2C 550×2 Low 14 2,2 14 +1 FP 90 89 Long SR 3 16 19 19 24 33 11 +0 +2
6A 700 Mid 11 3 26 -12 B 6~11 H 90 79 Long SJR 3 16 Launch 24 Launch 38 11 +0 +2
6B 800 High 26 5 18 -6 B 90 89 Normal SR 3 16 21 17 + Down 23 26 31 + Down 23 11 +0 +2
6C 550×2 Mid 8 8 (9) 4 25 -10 B, BP 100 92×2 Long SJR 4 18 19, Launch 27 Crumple 25, Launch 42 12, 5 +0 +5
3C 900 Low 20 3 32 -18 FP 90 89 Long R 3 16 Launch + Down 23 40 Launch + Down 23 57 3 +0 +2
j.A 300 High/Air 6 2 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 7 4 17 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 450×3 All 10 2,2,2 16 HP 80 89×3 Long SR 3 16 17 17 22 31 3×2, 5 +0 +2
j.2C 900 All 13 3 24+4L HP 80 82 Long SR 4 18 Launch 48 + WBounce Launch 63 12 +0 +5


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 900 All 23 [17] 4 37 [18] -24 [-5] BP 80 89 Long SR 3 16 23 30 Crumple 76 47 11 +0 +2
2D 460×3 All 26 3,3,3 3+34L [3+15L] -21 [-2] HP 4-(Until L) F 80 82 Long SR 4 18 24 30 29 45 2 +0 +5
6D 900 Low 27 {39} 2 44 [25] -27 [-8] FP 4~(2F Before Active) BP 80 82 Long SR 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5
4D 900 All 25 [20] 7 37 [12] -25 [0] P 1~31 BP
[1~26 BP]
80 82 Normal SR 4 18 Crumple 28 40 Crumple 65 55 6 +0 +5
j.D 650×2 All 16 4,5 Until L+31
[Until L+12]
-25 [-6] HP 4-15 B 80 82 Normal SR 4 18 Launch 45 + GBounce + Down 17 Launch 60 + GBounce + Down 17 0 +0 +5
d5A 450 All 8 2 39 [20] -24 [-5] B 80 89 Long SR 3 16 17 24 25 41 3 +0 +2
d6A 400×2 All 13 2(3)2 35 [16] -16 [+3] BP 80 89×2 Long SR 3 20 Launch 24 Launch 38 3 +0 +2
d5B 400×2 Mid 11 3 (2) 2 33 [14] -16 [+3] B, BP 80 92×2 Long SR 4 18 24 40, 40 + Slide 10 29 55, 55 + WBounce + Slide 10 12, 3 +0 +5
d6B 650 High 16 3 44 [25] -28 [-9] B 80 82 Normal SR 4 18 22 40 + GBounce 27 55 + GBounce 12 +0 +5
d5C 450×2 All 17 2 (2) 2 52 [33] -30 [-11] BP 80 92×2 Long SR 4 18 21 25 Crumple 64 40 3/+5 +5 +5
d6C 150×9 All 23 4×9 Total: 84 [Total: 65] 0 [+19] P1 80 99×9 Long R 4 28 29 30 34 45 2 +0 +5
d5D 800 All 18 6 35 [16] -24 [-5] BP 80 89 Long SR 3 16 23 30 28 44 5 +0 +2
d2D 420×3 All 26 3,3,3 3+34L
[3+15L]
-21 [-2] HP 4~(Until L) F 80 92 Long SR 4 18 24 30 29 45 2 +0 +5
d4D 800 All 25 [20] 4 49 [15] -34 [0] P 5~28 BP 80 92 Long SR 4 18 Crumple 28 40 Crumple 65 55 0 +0 +5
d6D 800 Low 27 {34} 2 44 [25] -27 [-8] FP 4~22 BP
{4~32 BP}
80 92 Long R 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5
236D Type Type II: Bloom Trigger 800×2
[800×2, 400×3]
All 15 2(7)8
[2(7)2,2,2,2]
28 -15 [-9] B, BP[×4] 90 94 Long R 5 20 Crumple 31, Launch [×4] 21, 50 + WBounce 50 [×4] Crumple 62, Launch [×4] 37, 66 + WBounce 50 [×4] 16,0
[16,1×4]
+0 +8
623D Type III: Spring Raid 1300 Mid 8 7 20+12L -20 B 1~10 All 70 82 Normal R 4 18 Launch 48 [60] Launch 63 [75] 12 [20] +0 +5
214D Type V: Assault Through 900 All 31 [28] 7 16 -4 [0] B 1~18 All 90 82 Normal R 4 18 [22] 19 [Stagger 29] 40 + Slide 30
[40 + Slide 30 + WBounce 50]
Launch 55 + Slide 30 + WBounce 50 12 +0 +5
Reload 19 -


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 600, 900 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3×2 Crumple 35, Launch 35 + Slide 15 + Down 16 0×2, 11 +0
4BC Back Throw 0, 600, 900 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3×2 Crumple 35, Launch 35 + Slide 15 + Down 16 0×2, 11 +0
j.BC Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0 40 + Down 29 0 +0
6AB Counter Assault 0 All 13 6 30 -17 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
66 Dash Cancel 22
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2


Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Type XVII: Chamber Shot 1100 All 15 6 23 -10 BP 90 72 Long R 4 18 Launch 40 Launch 55 12 +0 +5
236A A Type XI: Optic Barrel 650 All 19 8 Total 51 -8 P1 90 89 Long R 3 16 17 38 22 52 0/+8 +8 +10
236B B Type XI: Optic Barrel 650 All 19 8 Total 51 -8 P1 90 89 Long R 3 16 17 38 22 52 0/+8 +8 +10
214A Type IX: Muzzle Flitter 0, 2000 Unblockable 26 6 Until L+16 H 100 100, 92 Normal R 0 Launch 12 + Down 41 0 +0
j.214C Type XIII: Revolver Blast 200 All 10 3×4 Until L+8 HP 100 98 Long R 2 13 20 24 24 36 6 +0 +1
j.214C 2C Followup Attack 1200 9 3 Until L HP 90 Long R 2 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2
22B B Type VI: Flash Suppressor 200 11 2 15 F 100 90 Long R 1 11 12 12 + Down 23 16 23 + Down 23 0 +0 +0
22C C Type VI: Flash Suppressor 300 U 17 4 22 F 100 94 Long R 4 18 19 38 + GBounce 24 53 + GBounce 6 +0 +5


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Clean Hit Zero Gun: Fenrir (strike hits) 800, 100×16, 3000
[800, 100×31, 3000]
All 1+(28 Flash)+5 5 B, P2 1~10 Guard All 80 80 Normal R 5, 4×17 Crumple 36, Launch×17 [×32] Stand, 70×15 [×31], 120 Crumple 36, Launch×17 [×32] Stand, 85×15 [×31], 135 13, 0/+0×17 [×32] +8, +5×16 [×31], +0
632146D On Block Zero Gun: Fenrir (strike blocked/whiff) 800, 300×24 All 1+(28 Flash)+5 5(12)X{(3)X}×23 Total 148 -34 B, P2×24 1~10 Guard All 80 80, 92×24 Normal R 4 18 Launch 70 Launch 85 13, 0/+1×24 +0 +5
j.236236D Bullet Storm > Zero Gun: Thor 330×10, 1900
[330×19, 2000]
All 4+(21 Flash)+14 X{(4)X}×9 [×18] Until L [Total 157] P2 1~4 All 80 97×11 [97×20] Normal×10[×19], Long R 4 20 Launch 100×10[×19], 120 Launch 115×10[×19], 135 0 +0 +5


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Zero Gun: Sleipnir 600, 660, 1700
{600, 500×3, 80×16, 660, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
100 100 Long 26 Launch 120 + Slide 70 20 20, 0×2
{20, 12×3, 0×18}
+0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236C Valkyrie Veil 8+(60 Flash)+79 1~8 All
8~55 Guard HBF
214214C Valkyrie Veil 8+(64 Flash)+20 4 25 -10 B 1~41 All 4 18= 0


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Noel 5A.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special, Super
5BBBCP Noel 5B.pngGuard:
Mid
Startup:
9
Recovery:
14
Advantage:
-2
[1]
6A 2B, 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special, Super
5CBBCP Noel 5C.pngGuard:
Mid
Startup:
12
Recovery:
19
Advantage:
-2
[1]
- 6B 3C 5D, 2D, 6D, 4D Throw, Jump[-], Special, Super
2ABBCP Noel 2A.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-1
[3]
5A, 2A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D, 4D Throw, Special, Super
2BBBCP Noel 2B.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
±0
[2]
6A 5B, 2B[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special, Super
2CBBCP Noel 2C.pngGuard:
Low
Startup:
14
Recovery:
14
Advantage:
+1
- - 5C, 3C 5D, 2D, 6D, 4D Special, Super
6ABBCP Noel 6A.pngGuard:
Mid
Startup:
11
Recovery:
26
Advantage:
-12
- 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special, Super
6BBBCP Noel 6B.pngGuard:
High
Startup:
26
Recovery:
18
Advantage:
-6
- - 3C 5D, 2D, 6D, 4D Special, Super
6CBBCP Noel 6C.pngGuard:
Mid
Startup:
8
Recovery:
25
Advantage:
-10
- 6B 2C, 3C 5D, 2D, 6D, 4D Throw, Jump (2nd Hit), Special, Super
3CBBCP Noel 3C.pngGuard:
Low
Startup:
20
Recovery:
32
Advantage:
-18
- - - - 22B/C[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCP Noel jA.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.A j.B j.C, j.2C j.D Throw, Jump, Special, Super
j.BBBCP Noel jB.pngGuard:
High/Air
Startup:
7
Recovery:
17
Advantage:
-
j.A - j.C, j.2C j.D Throw, Jump, Special, Super
j.CBBCP Noel jC.pngGuard:
All
Startup:
10
Recovery:
16
Advantage:
-
j.A j.B j.2C j.D Throw, Special, Super
j.2CBBCP Noel j2C.pngGuard:
All
Startup:
13
Recovery:
24+4L
Advantage:
-
- - - j.D Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

External References

Navigation

Noel Vermillion
Ambox notice.png To edit frame data, edit values in BBCF/Noel Vermillion/Data.

System Explanations

Essentials
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The Basics
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Detailed & Advanced Information
Damage/ComboFrame Data & System DataMiscFAQ
Archived Information
Patch Notes

Mechanics Glossary